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source: code/branches/SOBv2_HS17/src/modules/superorxobros/SOBGumbaBoss.cc @ 11634

Last change on this file since 11634 was 11632, checked in by zarron, 7 years ago

Boss shoots now limited amount of Gumbas

File size: 4.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Noah Zarro
24 *      Theo von Arx
25 *   Co-authors:
26 *     
27 *
28 */
29
30/**
31    @file SOBGumbaBoss.cc
32    @brief All items in this minigame inherit from this class. Items can move around like platforms and enemies.
33*/
34
35#include "SOB.h"
36#include "SOBGumba.h"
37#include "SOBGumbaBoss.h"
38#include "SOBFireball.h"
39#include "SOBFigure.h"
40
41#include "core/CoreIncludes.h"
42#include "core/XMLPort.h"
43#include "util/Output.h"
44#include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
45
46
47
48namespace orxonox
49{
50    RegisterClass(SOBGumbaBoss);
51
52    SOBGumbaBoss::SOBGumbaBoss(Context* context) : SOBGumba(context)
53    {
54        RegisterObject(SOBGumbaBoss);
55
56        gumbaMaxTime_ = 1;
57        gumbaTime_ = 0;
58        maxGumbas = 2; //Max Gumbas spawnable by a Boss
59       
60    }
61
62   
63    bool SOBGumbaBoss::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) {
64
65        //Every object with mass -1 does not change the direction of the GumbaBoss. For example the ground floor! The other objects switch the direction of the GumbaBoss.
66        if (changeAllowed_ && otherObject->getMass() != -1) {
67            goesRight_ = !goesRight_;
68            changeAllowed_ = false;
69        }
70
71        return true;
72    }
73
74
75
76
77    void SOBGumbaBoss::tick(float dt)
78    {
79        SUPER(SOBGumbaBoss, tick, dt);
80
81        if (!changeAllowed_) {
82            changedOn_+= dt;
83            // After a collision, we don't listen for collisions for 200ms - that's because one wall can cause several collisions!
84            if (changedOn_> 0.200) {
85                changeAllowed_ = true;
86                changedOn_ = 0.0;
87
88            }
89        }
90   
91        gumbaTime_ += dt;
92
93        if(gumbaTime_ > gumbaMaxTime_){ //Spawn Gumba
94            int gumbaCounter=0;
95
96            for (SOBGumba*  gumbaInstance : ObjectList<SOBGumba>())
97            {
98                if (gumbaInstance != nullptr && gumbaInstance->creator_==this)
99                {
100                    gumbaCounter++;
101                }
102            } 
103
104
105            if(gumbaCounter<maxGumbas){   
106                spawnGumba();
107                gumbaTime_ = 0;
108            }
109        }
110
111        int dir = 1;
112        if (!goesRight_)
113            dir = -1;
114
115        Vector3 velocity = getVelocity();
116        velocity.z -= gravityAcceleration_*dt;
117        velocity.x = dir*speed_;
118        setVelocity(velocity);
119
120        lastPos_ = getPosition();
121
122    }
123    void SOBGumbaBoss::spawnGumba() {
124        SOBCenterpoint* center_ = ((SOB*)getGametype())->center_;
125
126         SOBGumba* gumba = new SOBGumba(center_->getContext());
127         Vector3 spawnpos = this->getWorldPosition();
128         spawnpos.z += 0;
129         gumba->creator_=this;
130
131        if (gumba != nullptr && center_ != nullptr)
132        {
133            gumba->addTemplate("gumbaShootable");
134            bool direction = ((this->getWorldOrientation().getRoll().valueRadians())>-1.6&&(this->getWorldOrientation().getRoll().valueRadians()<1.6));
135            gumba->setDirection(direction);
136            if(direction)
137            {
138                spawnpos.x+=20;
139            }
140            else
141            {
142                spawnpos.x-=20;
143            }
144            spawnpos.z+=15;
145            gumba->setPosition(spawnpos);
146
147        }
148
149        Vector3 velocity = gumba->getVelocity();
150        velocity.z -= 100;
151        gumba->setVelocity(velocity);
152     }
153}
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